Você está na página 1de 2

Nirvika IIIs Darkest Hour-By Nicholas Crack / Rakuall

Nirvika IIIs Darkest Hour is a campaign meant to played by 2-3 players. One player as the invading Tyranids or Chaos Daemons (collectively INV from now on), and the other one or two playing as defenders from the following list (collectively DEF from now on). Where a previous victory (or loss) is more relevant than INV/DEF, players will be noted as Victor(mission) and Loser(mission). For example, V1 would be the winner of Mission 1, while L1 would be the player who lost Mission 1. Missions will be labeled M# (ex: M1). Defenders (DEF)-one army per player: -Any Imperial army. Note that Gray Knights may not be selected against a Tyranid INV player. -Chaos Space Marines. Note that CSM may not be selcted against a Deamon INV player. -Eldar -Orkz -Necrons. Note that a Necron army may not be selected against a Tyranid INV player. -Tau Note that Dark Eldar, Daemons, and Tyranids may never be selected as a DEF army because none of these armies have accessible bases of operation. Also note that these are simply guidelines to make the campaign fluff consistent. These rules are guidelines only, and may be modified in any way as the player running the campaign sees fit, so long as I am credited with the original campaign. *Mission fluff may not be compliant with all codices. If that is the case for your chosen INV or DEF army, feel free to ignore or adapt the fluff as you see fit. Mission 1-Planetfall The Defenders have just learned of a massive Hive Fleet/Daemonic Incursion on their doorstep, and are scrambling to prepare for it. The entire Nirvika system is on the brink of panic, and civilians are being shipped out of system by the millions. No one is sure how the imminent threat went undetected for so long, but that doesnt matter now, the problem is here, and it must be dealt with. The Defenders notice though, as the siege begins, that the Invaders efforts seem oddly focused on one planet... -This Mission is to be played at 3000 points per side, on either a 6x4 or 8x4 table, using the standard Force Organization Chart. Terrain should be placed randomly, with DEF placing the first piece. Alternatively, use the Planetstrike rules. -No INV units may begin the game on the table. However, the INV player may, if (s)he chooses, begin rolling for reserves on turn one using the following table. Turn: 1 / 2 / 3 / 4 / 5 Roll: 4+ / 4+ / 3+ / 2+ / Auto -The DEF player(s) may deploy anywhere on the table. At this point roll-off. The highest roller chooses a long table edge to fall back to and bring reserves from, the other player takes the remaining edge. The Highest roller also takes first turn. Initiative may be stolen on a roll of 6+. -At no point in the game may DEF units Deepstrike. This is to represent too much interference as the sky is choked by the sheer volume of invading units. -The only objective in this mission is to cause as much damage to the other players army as possible. After 6 turns, roll a D6. on a 4+, play turn 7. The game ends after turn 7 or on a roll of 1-3. At the end of the game, each player should tally the points cost of their remaining models. The player with the most points left is the victor. Record the difference in points, as this will be important later. Monstrous creatures and vehicles should have their points divided by

wounds or permanent damage results possible. So a Carnifex would be worth its full points for every wound remaining, and a Land Raiders points would also be divided by 4; 3 for weapon destroyed results, and 1 for immobilized. INV remaining: ___________ Points DEF remaining: ___________ Points Difference: ___________ Points -If DEF won, use Fluff 2a. If INV won, use fluff 2b. Note that the mission is unaffected by the differences. Mission 2-Weapon Battery a) With the Invaders on the back foot from the start, the Defenders realize that now may be the only chance to press their advantage. Not far from the drop site, the Invaders are erecting a massive offensive weapon system, one of dozens like it across the globe. The Defenders hope to stop the weapons growth before it really begins. b) The Invaders first strike, not only a surprise-but a success, drives the Defenders clear of the main drop site. The onslaught cant stop though, for while the Defenders were illprepared for the initial assault, the Invaders presence is now known. The Defenders have started powering up their huge defence batteries, weapons that could turn the tide. With the ground won, the next step is the ordinance. -This Mission is to be played at 1000 points per side, on a 4x4 table, using the standard Force Organization Chart, modified Pitched Battle deployment, and a single objective (appx. 5x5)placed in the middle of the table representing the weapon battery. 5-7 turns as usual. -L1 gets 18 deployment, while V1 only gets 6. In addition, If L1 is playing Daemons, his/her units may start on the table. This is to represent the L1 player being set up in advance, and the V1 player marching on the encampment. -Victory is achieved by either wiping out the other player, or being in control of the objective at the end of the game. If the objective is contested, the game is a draw. -If L1 wins, (s)he gains access to 2 weapons with the following profile, that may be used in every game until further notice. This is to represent the weapons growing/warping/powering up successfully. Range Strength AP Type Unlimited 7 3 Heavy1, Ordinance, Large Blast, Single Shot. -If the game is a draw, L1 only gets 1 weapon above instead of 2, but V1 must cut his/her points difference from M1 in half. This is to represent V1s forces interrupting the weapon, but remaining occupied with the resistance. -If V1 wins the game, L1 may not use the weapon above, and V1 need not reduce his M1 points difference. Weapons won: _______ (INV or DEF?)________ Modified points difference: _______ Points (INV or DEF?)________

Você também pode gostar